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[CSS]CreateEntityByName("prop_static")


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scoots
Junior Member
Join Date: Mar 2012
Old 03-28-2012 , 09:22   Re: [CSS]CreateEntityByName("prop_static")
Reply With Quote #11

I've cut it down to as basic as i can for now and made sure nothing is interfering with the collision groups as you mentioned, but the same issue is still occuring.

I've attatched the sourcefile and the test map(you need to rename the testmap to .bsp) that i'm testing the code on, feel free to compile it and test the barrel collisions, as i may not have described the issue correctly.

I may just try use solid bounding boxes and manual set the collision range of each barrel model, but its not the most elegant collision model.
Attached Files
File Type: sp Get Plugin or Get Source (barrelhunt.sp - 555 views - 7.9 KB)
File Type: sp Get Plugin or Get Source (testmap.sp - 271 views - 770.7 KB)
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Doodil
Senior Member
Join Date: Mar 2012
Old 03-28-2012 , 10:45   Re: [CSS]CreateEntityByName("prop_static")
Reply With Quote #12

I changed
Code:
SetEntPropVector(eBarrel, Prop_Send, "m_vecOrigin", sPos);
to
Code:
TeleportEntity(eBarrel, sPos, NULL_VECTOR, NULL_VECTOR);
And the barrels are now solid, guess there's your solution
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scoots
Junior Member
Join Date: Mar 2012
Old 03-28-2012 , 12:02   Re: [CSS]CreateEntityByName("prop_static")
Reply With Quote #13

weird, that worked! cheers, all is good now
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 03-28-2012 , 15:20   Re: [CSS]CreateEntityByName("prop_static")
Reply With Quote #14

You should probably use Stripper:Source, it's faster, safer and more powerful.
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